I see at least some of the patterns we came up with appear on the site. Happy to answer any questions about it all, I think we were the first to write about dark patterns in games, at least academically. It was 2013 so predated Overwatch loot boxes, which I am sure I would have put in there, but now they seem quite tame.
I do want to get ahead of something many of the comments here made: we were very aware that one person's dark pattern was another's benefit eg Animal Crossing's appointment mechanics make it easy to just play for a bit then put it down for the day and come back tomorrow. We went back and forth a lot about how to phrase this dichotomy, as we knew it was the stickest point of the whole plan. That's why the paper's Abstract immediately addresses it: "Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’." Alignment was the key: are the players and designers in agreement, or is there tension where the designer (or, more usually nowadays, bean counters) is trying to exploit the players in some dimension?
I enjoy following academic discourse, review and collaboration give me the feeling that actual progress is being made.
So I love that you linked the rebuttal paper. In the last paragraph the authors mention that some ideas could lead to "fruitful analytic or empirical starting points" - did anyone follow up on these? From your perspective, what are the most interesting directions in this area of research today?
I honestly have no idea; I left academia 12 years ago now. I do know that game research continued (e.g. the conference I published that paper in continues: http://fdg2025.org/ and the workshop I started at ICSE continues on as well: https://sites.google.com/view/icsegasworkshop2025/home), but I'm not aware of anyone working in the patterns work right now.
My read from the paper was that Deturding was getting at in his rebuttal was my paper that was getting really popular for citing (now over 500) when really it was some Stuff Made Up By Some Guys. And it was! We all had backgrounds in pattern research, but even things like the Gang of Four are just Stuff Made Up By Some Guys. He reviewed my book that I span off from my thesis which contained the patterns so he was intimately aware of it all. We were friendly, if not capital-F friends, and I was interested in what he wrote for my academic career. He's a smart guy.
My co-authors and I never intended for the paper to be a be-all-and-end-all at 2013. Much of the non-AI research work in games at that time was "well, what if we poked at this avenue of research? what if we poked at that avenue?" And we did that by coming up with papers that were supposed to trigger conversation. It was not a good idea to go down a research avenue for 5 years only to find out no-one cared or someone had an idea that would have changed the direction dramatically had you just gotten something out there in year 1. So we thought hard about what we wrote, but we didn't do legwork tying it back to behavioral economics or something like that (my thesis attempted that to varying degrees of success).
I gave up some time ago trying to track where all the citations were coming from, but it did seem it was being cited because other people cited it. It wasn't really related to many of the papers, and certainly I didn't see anything directly building from it. And that's really what the rebuttal was saying: stop citing this paper unless you're building from it and making it more rigid in its foundations. It's not got the strong analytic/empirical basis that science is about. Which is 100% true, but was 100% known and somewhat by design.
Thanks for the insights! A bit disappointing that this avenue didn't turn out to be the one worth pursuing at the time, although I don't think the ball was completely dropped. Some light prodding surfaces recent research into dark patterns with empirical data based on player perception [1] and attempts to create frameworks for categorization [2].
I see at least some of the patterns we came up with appear on the site. Happy to answer any questions about it all, I think we were the first to write about dark patterns in games, at least academically. It was 2013 so predated Overwatch loot boxes, which I am sure I would have put in there, but now they seem quite tame.
I do want to get ahead of something many of the comments here made: we were very aware that one person's dark pattern was another's benefit eg Animal Crossing's appointment mechanics make it easy to just play for a bit then put it down for the day and come back tomorrow. We went back and forth a lot about how to phrase this dichotomy, as we knew it was the stickest point of the whole plan. That's why the paper's Abstract immediately addresses it: "Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’." Alignment was the key: are the players and designers in agreement, or is there tension where the designer (or, more usually nowadays, bean counters) is trying to exploit the players in some dimension?
So yeah, happy to answer questions about it.
PS I would be remiss not to mention the rebuttal paper "Against Dark Game Design Patterns" https://eprints.whiterose.ac.uk/id/eprint/156460/1/DiGRA_202...